Newcomer / Intro What are you up to?

Hmmm. struggling to choose between no fall off at all or added armor piecing for the brust lasers.... I'm settled with dual'ing either pairs, instead of mixing them.
Even with the dual focused (G3), the heat seems manageable.
Depending on the size, I probably wouldn't bother with AP on lasers. If you want something punchier for module sniping on an all-laser build, I'd rather go with pulses, but bursts don't have a bad AP as they are either. Unless you're fighting something extra tough (Corvette, FGS,...) with small weapons, you won't have problems with penetration.
So use the slot for some more useful secondary effects.
 
Hmm.

Just tried another power on. This time, there were guards/scavs at the place already and three were really close to the entrance I needed. It didn't go well. I need to try new tactics - I couldn't lure one away without alerting others. Although I did try shooting one in the back as they walk away. Wasn't very effective as they took two shotgun hits and didn't go down and this had the others on me.

Hmm indeed.
 
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Depending on the size, I probably wouldn't bother with AP on lasers. If you want something punchier for module sniping on an all-laser build, I'd rather go with pulses, but bursts don't have a bad AP as they are either. Unless you're fighting something extra tough (Corvette, FGS,...) with small weapons, you won't have problems with penetration.
So use the slot for some more useful secondary effects.
Ok, i ticked LRs with 1 Oversize + 1 Flow control. Yep, they rip things nicely in general. Except bumping up with tough mofo like this conda...
Source: https://www.youtube.com/watch?v=tOOKvDpvXio


Me freaked out flipping pips as I found myself hitting a thick wall 🤦‍♀️
 
Found a nice little settlement that needs a power on. So far, I've only encountered baddies on my exit but these are avoided without too much trouble as long as I take my time. Luckily, I'm also slowly gaining suit schematics :D

With luck, upgrading my Mav suit to G4 isn't too far off and once I'm done, well... what to go for next?
 
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Interestingly, there ARE blast doors in the slot and they can be closed. It just never happens.

Here's a video, see them close around 40 secs in.

Source: https://www.youtube.com/watch?v=X6mE4XHfeLs
Forgive me for clipping that but WHAT THE HELL!?!?!

MaMftBk.png


I've never seen or heard of anything like that before. Do you know what triggered it?
 
Forgive me for clipping that but WHAT THE HELL!?!?!

MaMftBk.png


I've never seen or heard of anything like that before. Do you know what triggered it?
I remember that in one really early build (like way back then in the betas) the blast doors were actually closed by default and were opening for each passing ship. But it was glitchy (from afar you could see the station interior, then the door popped into existence and then they opened for you).
That, among other things, meant you couldn't actually get into the station without the docking clearance. And I guess they would be used during station lockdowns etc.
I think they just canned the idea of stations having doors when they were optimizing and shaving off complexity.

But the door is still there, it has a 3D model, animations and everything. So I guess sometimes they just glitch close at random when some long forgotten trigger gets pushed by internet connection lag or whatever.. :LOL:

I think it's a shame they aren't used more.
 
Interestingly, there ARE blast doors in the slot and they can be closed. It just never happens.

Here's a video, see them close around 40 secs in.

Source: https://www.youtube.com/watch?v=X6mE4XHfeLs

I guess like what Chris mentioned above, the damn doors had too many glitches so they jammed em' open. Knowing Fdev, I can imagine players screaming about being stuck inside stations, running out of timer to exit and getting blasted to bits waiting for the doors to open. Or the doors closing on some Beluga halfway thru the slot. Or some poor explorer coming back from a 50,000LY trip with 15% hull and 5 billion in map data.....

Its just that lore-wise, it makes sense to have the damned doors closed. If one was a terrorist, its too easy to boost in with a payload of explosives before the station defences react.

And speaking of common sense, it would make sense to have 2 slots. The current system is a crazy safety hazard akin to having a single airport runway with 4-way take-offs AND landings.
 
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Down to 18% hull to a darn "dangerous" FAS.... 🖕
View attachment 269637

That mofo only give me 5digit bounty but it was darn tough and flying nicely keeping it tail away from me. :mad::mad::mad::mad::mad::mad::mad::mad:
Well, for some time (while money was hard to come by and we still had a proper ship progression), the FAS was considered the natural progression on the combat path after the Vulture.
And the canopy always was the Vulture's weak spot - which is why I still recommend to get an A rated life support.

Kudos for making it against the FAS and back into port. Next step: Anaconda, 2% hull and no canopy 😁
 
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